Build 0.746 Patch Notes
Build 0.746 focuses on expedition variety, exploration flow, pet usefulness, loot identity, and save reliability. It also repairs several long-standing behaviors involving fixed Guardians, resource crowding, survival timers, and autosaving.
Expedition Encounters
- Fixed expedition bosses now remain at their authored locations.
- The final Guardian now always remains on its dedicated Guardian platform with its reinforcements, reward chest, progression credit, and Pinnacle Key behavior.
- Roaming bosses and roaming Guardians no longer replace, relocate, or remove the fixed final Guardian.
- Each of an expedition’s 130 roaming pack homes now independently rolls as:
- 96% ordinary pack
- 3% roaming boss pack
- 1% roaming Guardian pack
- Roaming special enemies replace one ordinary member of the selected pack, preserving the intended two-to-five-enemy pack size.
- Multiple roaming Guardian results can now appear in the same expedition.
- Roaming Guardians remain repeatable encounters and do not consume fixed Guardian progression or rewards.
- Runtime enemy and ambient-fauna respawns now check where nearby creatures actually are, not only their original home positions.
- Respawns wait for a safe opening when no valid placement is available, reducing enemies appearing inside one another.
Exploration And Gathering
- Reduced woodcutting trees from 96 to 60 per ordinary expedition.
- Increased ordinary locked treasure chests from 18 to 30 per ordinary expedition.
- Existing expedition totals remain:
- 130 roaming pack homes
- 60 hunts
- 60 mining nodes
- 138 herb nodes
- 56 ambient-fauna locations
- Trees and mining nodes now maintain at least six metres of separation.
- No more than six trees or six mining nodes may occupy the same eighteen-metre-radius area.
- Blocking trees and mining nodes are kept clear of roads and bridges.
- Work positions are checked for reachability so characters can properly approach gathering nodes.
- Collision around trees and mining nodes now follows their visible bases more closely.
- Existing expeditions migrate to the new population and placement rules while preserving retained node, chest, and completion state.
Pets And Wildlife
- Pets now receive priority when newly available eligible loot appears.
- Companions will not claim a new pickup that a pet has already reserved.
- Pets do not steal loot from a character who has already started collecting it.
- Two equipped pets can reserve separate reachable drops instead of chasing the same item.
- Loot abandoned by a pet remains available to party members.
- Ambient creatures across all eight expeditions now properly start and play their directional animations.
Abilities And Combat
- Draw the Line now waits until valid enemies are actually within its level-scaled taunt radius and line of sight.
- Tanks should no longer waste Draw the Line at the beginning of combat while enemies are still too far away.
- Invisibility and Mass Invisibility now make affected character bodies visibly semi-transparent.
- Character names, activity indicators, and animations remain readable while invisible.
- Fixed rare fractional Barrier and Focus calculations that could leave a contribution below zero.
- Registered rune-family drops are now identified correctly before ordinary item validation.
Expedition Loot
- Normal through Epic equipment found in an ordinary expedition now comes from that expedition’s intended equipment family.
- Corrected several Greenveil loot entries that could produce unrelated generic equipment.
- Global Unique items and Pinnacle Legendary rewards remain available under their existing rules.
- Existing equipment already owned by players is not rewritten.
Traits And Progression
The following recurring Traits now have a maximum rank of 10:
- Studied Motion
- Patient Practice
- Veteran’s Lesson
- Roadwise
- Pack Balance
Players with legitimately earned ranks above the new cap receive compensation when loading their campaign:
- Every removed rank produces one new ordinary nine-card Trait selection.
- Refund selections are saved until completed.
- Existing valid card choices retain their order.
- Pending selections containing newly capped Traits are repaired automatically.
- Refunds occur only once and do not disturb later Trait selection randomness.
Saves And Autosaving
- Fixed valid Hunger and Thirst timer progress sometimes being mistaken for corrupted survival state.
- Survival validation now correctly accounts for Slow Metabolism’s timer extension.
- Legal partial Hunger and Thirst progress is preserved through saving and loading.
- Campaigns from supported older save versions migrate automatically.
- Autosaving now retries with a fresh snapshot when the campaign changes during the original save attempt.
- A persistent save collision still preserves the previous valid campaign database.
- Later autosaves can recover during the same game session without requiring a restart.
- Town and expedition autosaves now use bounded retry timing instead of repeatedly failing immediately.
- A successful save clears the retry delay.
- Fixed Leadership reconstruction altering canonical Barrier state while a campaign was loading.
- Fixed transient character activity presentation surviving into the next simulation tick or diverging after save/load.
Expedition Interface
- The expedition title panel now aligns with the party-card rail instead of occupying unnecessary screen width.
- Long expedition names expand the title panel only as much as needed.
- Expedition title and party-card backgrounds are now slightly translucent while preserving readable text and borders.
Stability
- Improved compatibility for older expedition generations when loading existing campaigns.
- Fixed a migration issue involving the expedition’s internal enemy-spawn collection.
- Improved safe handling of legacy expedition states that do not contain a modern generated-region package.
- Completed fresh validation across all eight ordinary expeditions, fixed Guardians, roaming specials, gathering activities, pets, wildlife, loot, saves, and long-running expedition movement.